Introduction

Nakoruru's little sister who goes on a quest, for the 7th time, to tell her she left the stove on when she left. In her transition from SamSho 5 Special, she kept her specials but lost some important aspects of her gameplan: timescamming isn't viable anymore, no more 236C crossups, pursuit combos, seizure-inducing WFT, etc. Nevertheless, she still plays a very different game compared to the rest of the cast and excels and frustrating and pissing off her opponents. And that's all that matters in the end. :)

Strengths

Weaknesses

Solid oki and anti-air game

Mix-up monster in the corner

Vast amount of special moves with most of them available even when disarmed

Has the best overhead in the game

Cute

All her normals have short range and average damage

Shortest rage timer coupled with the highest damage modifier in the game

A bunch of her special moves are gimmicky (421S) or borderline useless (22S, 6SSSS)

623S is her main source of big damage and the move is both unsafe and resets neutral

Data

Damage Taken: 105%

Rage Factor: 0.30

Rage Duration: 7 seconds

Gameplan

The main goal while playing Rimu is to score a knockdown and set up platform oki to run mixups. She is particularly effective in the corner so taking your opponents there is a big priority. The best way to do this is to always cancel any B slash into 214C which blows back on hit. Moves like 623S, 241S (1st hit) have bigger blowback but feature very long recovery as a trade off.

Neutral

Rimu is a swiss-army knife of specials but her normals lack range, so it’s usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they’re prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly.

A big part of Rimu’s neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you’ll set up a platform on neutral and then anti-air when they guess wrong.

Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.

Okizeme

Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can:

Meaty with j.C (can be combo’d into 623S if landed low enough)

Crossup jump into B slashes or 2C

Overhead

5B/2B into DP

Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C.

You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it’s one of the few reliable ways to land it.

Normal Moves

Far Slashes

5A

5A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

40

Mid

10

-

24

-2

-5

-

-

Yes

-

Good startup and range but can’t be cancelled into anything.

5B

5B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

100

Mid

11

-

36

-5

-12

Yes

-

Yes

-

Slower statup but is special cancellable.

5C

5C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

240

Mid

20

-

61

-2

-16

-

-

Yes

-

Good vertical hitbox but very slow.

2A

2A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

Mid

5

-

20

-3

-5

-

-

Yes

-

Fast and has good recovery but can’t be cancelled into anything.

2B

2B

2A but with more ink

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

100

Mid

8

-

30

-2

-12

Yes

-

Yes

-

A slower 2A that can be special cancelled. This is one of your best friends.

2C

2C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

160

Low

15

-

42

HKD

-28

-

-

-

-

Very slow button on neutral. Use this after landing a back throw to set up oki.

Near Slashes

n.5A

n.5A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

Mid

5

-

17

0

-5

-

-

Yes

-

No point in using this. At point blank you can just use the button below.

n.5B

n.5B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

80

Mid

7

-

29

-2

-12

Yes

-

Yes

-

Fast startup and like all her B slashes it’s special cancellable. On hit, go for 623C or 214C. On block, cancel into 214B to make a bit safer.

n.5C

n.5C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

100, 80

Mid

13

-

42

+2

-28

-

-

Yes

-

Rimu's heaviest-hitting normal. Use this on an opponent who just whiffed a heavy DP to guarantee the 2 hits.

n.2A

n.2A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Same as 2A.

n.2B

n.2B

M O R E I N K

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Same as 2B.

n.2C

n.2C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Same as 2C.

Kicks

5D

5D

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

50

Mid

22

-

35

-1

-4

-

-

-

-

Rimu hops for a short second and dishes a standing kick. Good range (for her).

6D

6D

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

70

Low

12

-

29

-5

-8

Yes

-

-

-

Low hitting kick with fast startup but short horizontal reach. Special cancelleable.

2D

2D

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

20

Low

6

-

18

0

-3

-

-

-

-

Very fast low. A great normal to extend pressure after a j.D.

3D

3D

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

Low

14

-

35

HKD (+104)

-5

Yes

-

-

-

Grants knockdown on hit and has a huge vertical hitbox. Can even be used as an anti-air and is special cancelleable.

Dash Normals

66A

66A

Angery 5A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

Mid

5

-

18

-1

-19

-

-

Yes

-

Good reach and comes fast. Coupled with Rimu’s fast running speed, you can cover enough ground to stuff some opponent’s moves on statup.

66B

66B

Rimu trying her hardest to stop SNK from taking the plus frames on this move(2019, colorized)

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

100

Mid

11~15

-

29

+2~+6

-11~-7

-

-

-

-

Shorter reach than 66A and unsafe on block now. If there's one move SNK should bring back to its 5sp glory, is this one.

66C

66C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Great vertical hitbox and good damage. Blows back and knock downs on hit. A great move to throw if you can predict a jump in before your opponent dishes out an air normal. Can also be combo’d from 236A/B on wakeup.

66D

66D

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Multihit move, 2nd kick grants knockdown. Avoid. Opponents can simply jump after blocking the first hit and then punish with a full combo.

Air Normals

j.A

j.A

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

High

6

-

-

-

-

-

-

-

-

Downward facing slash. Probably her worst air normal, not recommended.

j.B

j.B

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

100

High

7

-

-

-

-

-

-

-

-

Can be linked into 623S on landing hit but the horizontal hitbox and short active frames makes it easy to whiff.

j.C

j.C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

150

High

8

-

-

-

-

-

-

-

-

Excellent air-to-air button. Try to condition your opponent to jump 236C and hit them with this. If landed close enough to the ground, it can be linked to 623S or n.5C for big damage.

j.D

j.D

More active than a gym on January 1st

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

30

High

6

-

-

-

-

-

-

-

-

One of Rimu's best jump in tools. Very short startup and really long active window means you can throw this early in a jump and win both air-to-air or A/B DP attempts. Probably her safest way to land after leaving an ice platform.

Unarmed Normals

u.5S

u.5S

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

u.2S

u.2S

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

ju.S

ju.S

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

u.66S

u.66S

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

u.66D

u.66D

Why can't you be 66D? :PepeHands:

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

Godlike kick. Comes out very fast and gives knockdown which gives you ample time to pick up your weapon.

Dodge

Deflect / Blade Catch

Deflect / Blade Catch236A+B

Deflect

Blade Catch

Version

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

Armed

-

-

-

-

-

-

-

-

-

-

-

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you deflect. If you deflect a heavy slash, your opponent will be disarmed.

Disarmed

-

-

-

-

-

-

-

-

-

-

-

Universal counter. After a successful blade catch, regardless of slash level used, you enter a brief cinematic and your opponent is disarmed and knocked away.

Rage Explosion

Rage Explosion5A+B+C

（○｀ 3′○）

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

0

-

-

-

-

-

-

-

-

-

-

Unblockable pushback attack.

Lightning Blade

Lightning Blade (Issen)5A+B+C during Rage Explosion

"I killed a person, yay!"

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.

Command Moves

Wall Jump

Wall Jump9 (near wall)

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

Rimururu can jump off walls around to the apex of her jump, if you delay it too long it won't come out.Important: you can't create an ice platform after a wall jump!

Special Moves

Konru Mem

Konru Mem22S

To MK dance your opponent

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs.

Konru Shiraru

Konru Shiraruj.1/2/3S

Can't stay there forever...

[Wile E. Coyote intensifies]

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

Ice platforms that fall on the enemy after a set time. Can only be created at the apex of her jump or shortly after starting descent. The cornerstone (ha!) of her corner mixup game by kara cancelling into them from backdash or overhead to catch any forward-rolling bastards. If you stand on the platform for too long, you'll fall alongside it which leaves you open for attacks but has extremely good meme potential.

Kamui Shtokke

Kamui Shtokke421S

Magic mirror on the wall

Who's the unfairest of them all?

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

Ice mirror that reflects projectiles. Can work as a situational anti-air since it has active for quite long. The follow-up projectile is not guaranteed on mirror hit. Therefore, you will always get one or the other. On hit, the projectile wall-bounces the opponent to land at midscreen.

Konril Nonril

Konril Nonril623S / 623C (Rage)

Regular DP

Thicc Konru DP

Version

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

Normal

-

-

-

-

-

-

-

-

-

-

Yes

Multihit DP that blows the opponent away and your biggest source of combo damage. It is recommended to cancel a connecting B normal into this move.

Rage

-

-

-

-

-

-

-

-

-

-

Yes

The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank. This is the move you want to land as soon as you enter Rage, not WFT due to its long startup.

Lupu Quall

Lupu Quall236S

"Iku yo, Konru!"

A Tondeke

B Tondeke

C Tondeke

Version

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

Nishi - A

-

Mid

-

-

-

-

-

-

-

-

Yes

Better used as oki tool. Allows you to combo into SSM by landing an attack into it or from the pushback from Rage Explosion.

Nishi - B

-

Mid

-

-

-

-

-

-

-

-

Yes

Midscreen zoning special. Like all versions of 236S, it doesn't have a hitbox while in the air, only on contact.

Tutu - C

-

Low

-

-

-

-

-

-

-

-

Yes

A slow-moving, fullscreen ground projectile. Useful to bait a jump or to make approaches safer. Only use at fullscreen due to long recovery.

Upun Orb

Upun Orb6SSSS

Say hello

To my little friend

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

Yes

Multihit mash special with a bigger followup projectile than 421S. Active frames depend on the slash level you used (A shortest, C longest). Avoid. The only way for 6SSSS to come in a non-telegraphed way is to very quickly mash B in neutral or during the landing frames after an air normal. The damage is mediocre and the chip is not worth it.

Rupu Toumu

Rupu Toumu214S

Uhhh, can we have these as normals instead?

Version

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

A

-

-

-

-

-

-

-

-

-

-

No

Anti air with fast startup. Will not hit standing opponents at point blank.

B

-

-

-

-

-

-

-

-

-

-

No

Move with good horizontal reach (for Rimu at least). Stagger with 2B/5B to catch unsuspecting opponents who think it's their turn, or to squeeze some extra damage off a conversion.

C

-

-

-

-

-

-

-

-

-

-

No

Similar animation to 2C but has better reach. Can be used for mixups after a jump in normal, or as a platform is falling on an opponent.

Supers

Weapon Flipping Technique

Rupu Kamui EmyuTu Tu236B+C

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen onwards. This POS doesn’t have any chip damage so only use at the beginning of an opponent jump in to take them to the corner.

Super Special Move

Poro Konru Tursere641236C+D

"People from Earth, lend me your power"

S̶p̶i̶r̶i̶t̶ ice bomb!

Damage

Guard

Startup

Active

Recovery

Hit Adv

Block Adv

Cancel

Weapon Clash

Deflectable

Unarmed

-

-

-

-

-

-

-

-

-

-

-

Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu

Combos

B slash into anything.

Midscreen

Corner

Videos

Link to Rimururu videos and specify year it was produced or patch version in brackets.